Take the Best Heuristic
A decision-making rule where individuals choose the option with the highest perceived value based on the first good reason that comes to mind, ignoring other information.
A decision-making rule where individuals choose the option with the highest perceived value based on the first good reason that comes to mind, ignoring other information.
A concept describing how motivation fluctuates over time, influenced by various factors such as goals, rewards, and external circumstances.
Anchoring (also known as Focalism) is a cognitive bias where individuals rely heavily on the first piece of information (the "anchor") when making decisions.
A mode of thinking, derived from Dual Process Theory, that is fast, automatic, and intuitive, often relying on heuristics and immediate impressions.
A theory of emotion suggesting that physical and emotional responses to stimuli occur simultaneously and independently.
User-Centered Design (UCD) is an iterative design approach that focuses on understanding users' needs, preferences, and limitations throughout the design process.
An economic approach that treats human attention as a scarce commodity, focusing on capturing and retaining user attention.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction.
The rate at which employees leave a company and are replaced by new hires, often used as a measure of organizational health and stability.